Version: 5.3
FBX 임포터 - 애니메이션(Animations) 탭
애니메이션 FAQ

3D formats

Importing meshes into Unity can be achieved from two main types of files:

  1. Exported 3D file formats, such as .FBX or .OBJ
  2. Proprietary 3D application files, such as .Max and .Blend file formats from 3D Studio Max or Blender for example.

Either should enable you to get your meshes into Unity, but there are considerations as to which type you choose:

익스포트된 3D 파일

Unity can read .FBX, .dae (Collada), .3DS, .dxf and .obj files, FBX exporters can be found here and obj or Collada exporters can also be found for many applications

장점:

  • 필요한 데이터만 익스포트
  • Verifiable data (re-import into 3D package before Unity)
  • 일반적으로 작은 파일
  • Encourages modular approach - e.g different components for collision types or interactivity
  • Supports other 3D packages whose Proprietary formats we don’t have direct support for

단점:

  • Can be a slower pipeline for prototyping and iterations
  • Easier to lose track of versions between source(working file) and game data (exported FBX for example)

3D 애플리케이션 전용 파일

Unity can also import, through conversion: Max, Maya, Blender, Cinema4D, Modo, Lightwave & Cheetah3D files, e.g. .MAX, .MB, .MA etc.

장점:

  • Quick iteration process (save the source file and Unity reimports)
  • 초반에는 간단함

단점:

  • Unity 프로젝트를 사용하여 모든 컴퓨터에 해당 소프트웨어의 라이선스 사본을 설치해야 함
  • 불필요한 데이터로 인해 파일 용량이 커질 수 있음
  • 용량이 큰 파일로 인해 Unity 업데이트가 느려질 수 있음
  • Less validation, so it is harder to troubleshoot problems
FBX 임포터 - 애니메이션(Animations) 탭
애니메이션 FAQ